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General Tabletop Discussion
*Dungeons & Dragons
One of the biggest problems with WoTC's vision of published adventures
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<blockquote data-quote="Jester David" data-source="post: 6897462" data-attributes="member: 37579"><p>The constant call for small modules baffles me. </p><p>First, because the difference between the big adventures and several collected small ones is pretty much presentation. <em>Storm Kings's Thunder</em> is pretty munch twelve or so separate dungeons loosely collected. <em>Princes of the Apocalypse</em> was 13. You can run them independent. The difference is you don't need to invent a connective adventure stringing the dungeons together (and it costs a fraction of the price of a eight small 32-page adventures).</p><p></p><p>Second, the decision to stop doing small folio adventures was partially based on feedback from stores, who didn't like them as they were harder to sell, being less visible when stored sideways on shelves. I've seen this with Pathfinder: it's impossible to flip though Player Companion and modules in a store and finding a particular one is a pain. </p><p>Heck, speaking of Pathfinder, even they've cut back on small one-off modules in favour of just APs. Pathfinder is <em>the</em> adventure company with a hugely dedicate fan base and even they can't get fans to reliably care about small modules.</p><p>They just don't sell well. </p><p></p><p>I mean, the DMs Guild has a ton of small modules, many tied to the Adventurer's Guild and many by noted authors and they still have trouble selling a few hundred copies. Only two AL adventures have sold more than a thousand copies and even Frozen Castle, published by Kobold Press and a sequel to <em>Hoard of the Dragon Queen</em> and by the author of that adventure has sold less than 1000 copies. Money was likely lost making that product.</p><p></p><p></p><p>Some of it was likely free time: being able to spend six or eight hours every weekend gaming. </p><p>Pacing was also likely an issue, blowing though combats and modules and adventures at a rapid rate.</p><p></p><p>But I imagine much comes down to "first love". It doesn't matter how incompatible you were, as flawed and juvenile as the time was, your first girlfriend holds a special place in your heart. Because it was new and novel and usually didn't have a proper end, so you thought about it far longer than you should have, dwelling on the relationship longer than any relationship since. </p><p></p><p>We're people here to actually game like they did in Jr. High and high school it would likely be incredibly unsatisfying. As much time spent goofing around as playing. Doing silly things and being ridiculous and disruptive.</p></blockquote><p></p>
[QUOTE="Jester David, post: 6897462, member: 37579"] The constant call for small modules baffles me. First, because the difference between the big adventures and several collected small ones is pretty much presentation. [I]Storm Kings's Thunder[/I] is pretty munch twelve or so separate dungeons loosely collected. [I]Princes of the Apocalypse[/I] was 13. You can run them independent. The difference is you don't need to invent a connective adventure stringing the dungeons together (and it costs a fraction of the price of a eight small 32-page adventures). Second, the decision to stop doing small folio adventures was partially based on feedback from stores, who didn't like them as they were harder to sell, being less visible when stored sideways on shelves. I've seen this with Pathfinder: it's impossible to flip though Player Companion and modules in a store and finding a particular one is a pain. Heck, speaking of Pathfinder, even they've cut back on small one-off modules in favour of just APs. Pathfinder is [I]the[/I] adventure company with a hugely dedicate fan base and even they can't get fans to reliably care about small modules. They just don't sell well. I mean, the DMs Guild has a ton of small modules, many tied to the Adventurer's Guild and many by noted authors and they still have trouble selling a few hundred copies. Only two AL adventures have sold more than a thousand copies and even Frozen Castle, published by Kobold Press and a sequel to [I]Hoard of the Dragon Queen[/I] and by the author of that adventure has sold less than 1000 copies. Money was likely lost making that product. Some of it was likely free time: being able to spend six or eight hours every weekend gaming. Pacing was also likely an issue, blowing though combats and modules and adventures at a rapid rate. But I imagine much comes down to "first love". It doesn't matter how incompatible you were, as flawed and juvenile as the time was, your first girlfriend holds a special place in your heart. Because it was new and novel and usually didn't have a proper end, so you thought about it far longer than you should have, dwelling on the relationship longer than any relationship since. We're people here to actually game like they did in Jr. High and high school it would likely be incredibly unsatisfying. As much time spent goofing around as playing. Doing silly things and being ridiculous and disruptive. [/QUOTE]
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